Base Class: Paladin
The Oath of Vermillion is sworn to the ideals of an individual, be it to protect the weak, end tyrants or guard a particular area. The paladins who swear this oath dedicate themselves to a cause or set of personal beliefs. These paladins are driven individuals unwavering and unrestrained. Often, paladins who swear this oath are travelling individuals separate from any traditional order attempting to do good wherever they can outside the confines of an order. The Oath itself is made to Vermillion Goddess of justice whom lends some of her power to those with just cause.
The tenets of the Oath of Vermillion are often set by the individual, but generally emphasize the following tenets.
Humanity. You understand you are just one person doing what you think is right. Others are no different from you.
Dedication. Your cause and beliefs cannot be compromised. You do this not for glory, but because it is what you believe.
Self-Sufficiency. You are on your own, do not expect the gods or some great wizard to fix the worlds problems.
Realism. You are but one person in a cruel and flawed world. You understand this, but carry on anyway, one small deed at a time.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
- Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Vermillion
Starting at 7th level, you and friendly creatures within 10 feet of you gain advantage on saving throws against spells and magical effects while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Cause
Starting at 15th level, when you are reduced to 0 hit points in combat, you can choose to fight on for your cause. You regain 1 hit point and cannot be reduced to below 1 hit point by any means short of a wish spell or divine intervention for a number of rounds equal to your CHA modifier minimum 1. If any enemies remain at the end of this duration you die and your body is destroyed. If no enemies remain you drop to 0 hit points and are stabilised.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Paragon of Justice
At 20th level, as an action, you can become an avatar of justice, which gives you the following benefits for 1 minute.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save the creature is unable to cast spells for 1 hour. On a successful save, the creature cannot be affected by this feature for 24 hours.
- If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
- You are resistant to all damage dealt by spells or magical effects
Once you use this feature, you can’t use it again until you finish a long rest
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